Well, you can either get the .txt version of each SMW OST song (They're bundled with AddMusicM, iirc.) and reinsert them manually, or just stick with a nothing-but-custom-music-hack.
Need help with "addmusic" or porting?
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Thanks! I have another question, how I can put sample banks in title screen music?
No, doesn't work, I already tryed but only change the sound effects, not the music. I'm using the second intro theme from bowser strike's back...
No, this is not the problem, the problem is the sample bank, the music uses different instruments, so I need the sample bank but I don't know how to put a Sample Bank on title screen MUSIC. But answering your question, yes, I insert the N-SPC patch, the carol's one that support $E5 command and my addmusic is the Romi one..
No, they don't. They work in carol's addmusic because carol's addmusic insert carol's N-SPC patch, and Romi's insert other N-SPC patch.. Just change the N-SPC patch and everything it's ok. But I relly can't find a way to insert samples on title screen..
I need some help with pitch bending. The line of text I need it done on is this:
r8d+8e4d+8e8d+8e8c8
I tried this:
r8d+&8e4&d+8&e8&d+8&e8&c8
...But the notes sounded weird and fractured. I need this line of notes to be tied together to form one note; can someone help me with this?
r8d+8e4d+8e8d+8e8c8
I tried this:
r8d+&8e4&d+8&e8&d+8&e8&c8
...But the notes sounded weird and fractured. I need this line of notes to be tied together to form one note; can someone help me with this?
Stringed pitch bending is difficult. Here is how I do it. Allow me to use an example line.
Say we want to make a continuous full tone waver on this line:
First, merge the notes together into a starting pitch:
This is where it gets a bit tricky. We'll be using the $DD command, as well as the N-SPC note chart. If you're not familiar with the $DD command, the syntax is like this:
$DD $XX $YY $ZZ
$XX = $01
$YY = length of bend (higher number = longer length).
$ZZ = hex value of note to bend to (refer to previously linked chart).
Based off of the original set of notes, we'll want five bends, all on o4 (which is actually 3 in the list. Therefore, our final result should be something like:
(it's been a while since I've done consecutive bends. I hope I've remembered and given a fair enough explanation for you.)
Say we want to make a continuous full tone waver on this line:
Code
#0 o4 d2e2d2e2d2e2
First, merge the notes together into a starting pitch:
Code
#0 o4 d2^2^2^2^2^2
This is where it gets a bit tricky. We'll be using the $DD command, as well as the N-SPC note chart. If you're not familiar with the $DD command, the syntax is like this:
$DD $XX $YY $ZZ
$XX = $01
$YY = length of bend (higher number = longer length).
$ZZ = hex value of note to bend to (refer to previously linked chart).
Based off of the original set of notes, we'll want five bends, all on o4 (which is actually 3 in the list. Therefore, our final result should be something like:
Code
#0 o4 d2$DD$01$FF$A8^2$DD$01$FF$A6^2$DD$01$FF$A8^2$DD$01$FF$A6^2$DD$01$FF$A8^2
(it's been a while since I've done consecutive bends. I hope I've remembered and given a fair enough explanation for you.)
That's exactly what I need. I hadn't even considered the $DD command.
Thanks for the help!
Edit: I tried the above steps, and it worked...in a way. AddMusic loaded the song into the ROM, but when I went to the level where the song is played, the music played up until the point of the pitch bends, and then it, and the sound effects, stopped playing. When I died, the game froze.
I entered this line of text:
o5r8d+8$DD$01$FF$B3^4$DD$01$FF$B4^8$DD$01$FF$B3^8$DD$01$FF$B4^8$DD$01$FF$B3^8$DD$01$FF$B4
And yes, I have applied the MORE.asm patch (the one from the site, not the one that came with Romi's AddMusic). Does anyone have a solution?
Thanks for the help!
Edit: I tried the above steps, and it worked...in a way. AddMusic loaded the song into the ROM, but when I went to the level where the song is played, the music played up until the point of the pitch bends, and then it, and the sound effects, stopped playing. When I died, the game froze.
I entered this line of text:
o5r8d+8$DD$01$FF$B3^4$DD$01$FF$B4^8$DD$01$FF$B3^8$DD$01$FF$B4^8$DD$01$FF$B3^8$DD$01$FF$B4
And yes, I have applied the MORE.asm patch (the one from the site, not the one that came with Romi's AddMusic). Does anyone have a solution?
ok... so i need to know some stuff ;_;
i am trying to port THIS!
but i need to know how to decrease the size of it.
is this just a matter of trial and error and finding channels that wont make too much of a difference and deleting them?
also when i have to change the octaves, if it has more than one error (octave being too high), (like around 4,) how would i correct that... do I just use octave changer on that line 3/4 times or do i do it to certain numbers or what?
EDIT: i ment 4 errors on the same line... sorry
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i am trying to port THIS!
but i need to know how to decrease the size of it.
is this just a matter of trial and error and finding channels that wont make too much of a difference and deleting them?
also when i have to change the octaves, if it has more than one error (octave being too high), (like around 4,) how would i correct that... do I just use octave changer on that line 3/4 times or do i do it to certain numbers or what?
EDIT: i ment 4 errors on the same line... sorry
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When reducing a MIDI's size, look for channels that are exactly the same and delete one of them.
As for octaves, a group of bad octaves will usually be in the same channel, like #5. All you have to do is lower every octave in that channel by however many needed to bring the highest octaves down to o6 or lower.
Here's an example:
#5 l4 @0 v225
o4aaaa
>aaaa
<aaaa
o7bbbb
cccc
<d>c<dc>
In this example, you need to lower o4 to o3 and o7 to o6, so that all octaves are increased/decreased at an equal rate. Otherwise, your notes will jump around between octaves and sound terrible.
As a side note, o6 is almost always too high. My highest notes never go beyond o5, so bear that in mind.
As for octaves, a group of bad octaves will usually be in the same channel, like #5. All you have to do is lower every octave in that channel by however many needed to bring the highest octaves down to o6 or lower.
Here's an example:
#5 l4 @0 v225
o4aaaa
>aaaa
<aaaa
o7bbbb
cccc
<d>c<dc>
In this example, you need to lower o4 to o3 and o7 to o6, so that all octaves are increased/decreased at an equal rate. Otherwise, your notes will jump around between octaves and sound terrible.
As a side note, o6 is almost always too high. My highest notes never go beyond o5, so bear that in mind.
Originally posted by Camerin Neede
When reducing a MIDI's size, look for channels that are exactly the same and delete one of them.
As for octaves, a group of bad octaves will usually be in the same channel, like #5. All you have to do is lower every octave in that channel by however many needed to bring the highest octaves down to o6 or lower.
Here's an example:
#5 l4 @0 v225
o4aaaa
>aaaa
<aaaa
o7bbbb
cccc
<d>c<dc>
In this example, you need to lower o4 to o3 and o7 to o6, so that all octaves are increased/decreased at an equal rate. Otherwise, your notes will jump around between octaves and sound terrible.
As a side note, o6 is almost always too high. My highest notes never go beyond o5, so bear that in mind.
As for octaves, a group of bad octaves will usually be in the same channel, like #5. All you have to do is lower every octave in that channel by however many needed to bring the highest octaves down to o6 or lower.
Here's an example:
#5 l4 @0 v225
o4aaaa
>aaaa
<aaaa
o7bbbb
cccc
<d>c<dc>
In this example, you need to lower o4 to o3 and o7 to o6, so that all octaves are increased/decreased at an equal rate. Otherwise, your notes will jump around between octaves and sound terrible.
As a side note, o6 is almost always too high. My highest notes never go beyond o5, so bear that in mind.
ahaa, thank you very much !
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I'd like to insert a sound effect into part of a song. If I found a wind-blowing SFX, in a .wav form, how would I go about inserting it into my music? Do I need the Sound Ripper, or can I do it with Sample Tool?
Thanks in advance.
Thanks in advance.
Do it with sample too. Most wind ssamples from other games are actually looped samples which undergo a lot of constant pitch bends, so if you want the size-reducing route, do that. Alternatively, grab a wind WAV, insert it via Sample Tool, and call it in the song.
Hello. I hope this is a good place to ask this here.
So, I tried yesterday to insert some ports with AddmusicM (ver. 0.93). I have a clean ROM, expanded to 2 MB, I have the IxHash package in ActivePerl installed, so I tried to patch the ROM with INIT.asm. But it seems it won't work, and I have no idea, why is that. I tried with Xkas v0.6, it crashed the ROM, then I tried with Xkas 1.2, it didn't crash the ROM, but after that any kind of songs I wanted to insert (even the simple, non-brr ones) crashed the hack (more exactly cleared all the sounds).
I tried to change the !FreeRAM address in the .asm file, it didn't help.
Do you have any kind of suggestions, what could I do?
So, I tried yesterday to insert some ports with AddmusicM (ver. 0.93). I have a clean ROM, expanded to 2 MB, I have the IxHash package in ActivePerl installed, so I tried to patch the ROM with INIT.asm. But it seems it won't work, and I have no idea, why is that. I tried with Xkas v0.6, it crashed the ROM, then I tried with Xkas 1.2, it didn't crash the ROM, but after that any kind of songs I wanted to insert (even the simple, non-brr ones) crashed the hack (more exactly cleared all the sounds).
I tried to change the !FreeRAM address in the .asm file, it didn't help.
Do you have any kind of suggestions, what could I do?
Not really a question dealing with the *use* of addmusic... but how would I go about finding this "AddmusicM"? It's not in the tools section and Google hates me...
http://www.smwcentral.net/?p=thread&pid=419342&r=1#id419342
Now with extra girl and extra hacker
Now with extra girl and extra hacker
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